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Next Message: The Sea Witch SJ Module Conversion pt. 2
Month Index: September, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Tue, 17 Sep 2002 07:39:10 -0700
Subject:  Re: The Sea Witch SJ Module Conversion pt. 1
SJ Module Conversion:  The Sea Witch

This free adventure can be found at:
http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20011005a,3

This conversion relies on the detailing of Poisson for SJ done by me
and posted to the SJ list as well as being located on the Beyond the
Moons website.  This only details the region and importance of the
location as well as giving background information, motivation, and the
place the PCs are to be hired.  As such it is not actually essential to
this conversion.

Fix:
        Americans should note that the European system of naming the floors
has been used on the lighthouse map.  Namely, the bottom floor is
called the ground floor with the floor above that being the 1st floor
and so on up instead of the ground floor also being referred to as the
1st floor.  Realizing this can help prevent confusion later.
        The map itself has problems, most significantly not having an entrance
on it.
        No statistics are provided for the elder water elemental, yet this is
a module, summary stats should be included for ease of use.  Not even
hit points are listed.  I have included them here:
Slloorawssthas, elder water elemental:  HD 24d8+120; hp 240; Init +6;
Spd 20 ft., swim 90 ft.; AC 23; Atk +25/+20/+15/+10 melee
(2d10+13/19-20, slam); SA water mastery, drench, vortex; SQ elemental,
damage reduction 15/+3, fire immunity; AL N; SV Fort +19, Ref +14, Will
+8; Str 28, Dex 22, Con 21, Int 6, Wis 11, Cha 11.
Skills and Feats:  Listen +26, Spot +26; Cleave, Great Cleave, Improved
Critical (slam), Power Attack, Sunder.
Notes:  Slloorawssthas can^Òt be turned or commanded by clerics with the
water or fire domains as it has been ordered to guard the portal by a
being of immense power already.  It is also protected from being
banished back to the elemental plane of water as long as it remains in
the caves as they are an elemental vortex.  Slloorawssthas is not very
bright but it is single-minded.  Its orders are to only allow aquatic
creatures to pass through the portal to or from the elemental plane of
water and it intends to do just that.  PCs accompanied by the locathah
may explore the caves as long as they don^Òt try to use the portal.  PCs
without aquatic friends will be attacked as soon as they enter the
caves.  Slloorawssthas will not follow the PCs outside the caves for
any reason.  It has taken the amulet of the planes Black Molly searches
for into its keeping as it recognized what it is.  By its reasoning, an
item that allows the same thing as the portal does must be defended the
same way.  It holds the amulet in its care until a servant of its
master arrives to check on it, whereupon the amulet will be turned
over.  Since the elemental is immortal and it has been here since
before the Flying Cloud crashed and has never been checked on, it is
likely that no checks will be made anytime soon.
In either conversion presented below, the monsters are completely
changed so I have not looked them over to fix them.  There are some
gaps, however, such as why the ogres are rogues and barbarians.  Why
are they not all barbarians?  Or warriors or fighters?  Why does she
employ rogues on a ship, what good is that (compared to fighters or
warriors)?  Also, in the original module there is no detailing of the
nearby ship that could come to Black Molly^Òs aid.  As such, here is the
ship presented for this adaptation:
        The Ship:  The Harridan is a turtleship.  Not only is this a good
warship capable of landing on both land and sea, but it allows Black
Molly to remain concealed during raids and attacks.  Black Molly^Òs crew
are al slaves controlled through the use of charm monster.  The
Harridan is propelled by a minor helm.  Black Molly has left one her
most reliable slaves, the dwarf Turgid Ransom, in charge while away
from the ship.  Black Molly^Òs treasure is locked in several chests in
her room and consists of a pouch containing 3 diamonds (1000 gpv each)
and 4 rubies (500 gpv each), a wand of light (44 charges), 822 pp, 317
sp, 1914 gp, a flametongue longsword, 2 +1 daggers (a matched set), a
spellbook (contains the wizard spells protection from arrows, web,
flaming sphere, Melf^Òs acid arrow, locate object, see invisibility,
locate portal (a 2e SJ spell, Wiz2), dispel magic, fly, gust of wind,
summon monster III, tongues, minor globe of invulnerability, remove
curse, fire shield, and shout), and wheellock pistol with a pouch of 10
charges of smokepowder and a pouch containing 12 metal balls
(ammunition).  4 large jars containing troll skulls in solution are
stored on a shelf on one wall  of her room (the solution is a mild
base^×the opposite of an acid and equally destructive^×and Black Molly
thinks that storing them this way will keep them from regenerating but
should there be a desperate need the jars can be broken and the skulls
will regenerate into fresh troops, unfortunately for Black Molly the
solution has killed the skulls and this won^Òt work).
        Turgid Ranson, dm Ftr8:  HD 8d10+32; hp 86; Init +1; Spd 20 ft.; AC
14; Atk +12/+7 melee (1d8+3/x3, masterwork battle axe) or +10/+5 ranged
(1d10+2/crit.17-20, heavy crossbow); SQ darkvision 60 ft.,
stonecunning, +2 racial bonus to saves vs poison, spells, and
spell-like effects, +1 racial bonus to attacks against orcs (including
half-orcs, ogrillons, orogs, and scro) and goblinoids, +4 dodge bonus
vs. giants; AL LE; SV Fort +10, Ref +3, Will +4; Str 16, Dex 12, Con
18, Int 17, Wis 14, Cha 7.
Skills and Feats:  Climb +14, Craft (metalworking) +16 (includes +2
racial bonus), Craft (SJ shipwright) +14, Jump +14, Profession (SJ
sailor) +7.5; Endurance, Weapon Focus (heavy crossbow), Weapon
Specialization (heavy crossbow), Improved Critical (heavy crossbow),
Power Attack, Cleave, Sunder, Blind-Fighting.
Possessions:  masterwork battle axe, heavy crossbow, quiver of 20
bolts, studded leather armor
Notes:  Turgid has been with Molly for years (always charmed) and will
not leave the ship under any circumstances due to the orders he^Òs been
given.  He will send all the crew possible to help in case of trouble
in the lighthouse, however.  Turgid is evil and so doesn^Òt mind much of
what the mind flayer does.  He hates being a slave, however, and if
freed of the charm would seek Black Molly^Òs destruction.
Lorkith, lm Ftr5:  HD 2d8+5d10+28; hp 72; Init +3; Spd 30 ft.; AC 15;
Atk +11 melee (1d4+5, 2 claws), +9 melee (1d4+5, bite) or +9 ranged
(1d6+5, javelin); AL N; SV Fort +8, Ref +7, Will +1; Str 20, Dex 16,
Con 18, Int 6, Wis 11, Cha 17.
Skills and Feats:  Balance +7, Climb +10, Jump +11, Swim +13;
Multiattack, Exotic Weapon Proficiency (Bastard Sword), Dodge, Power
Attack, Blind-Fight, Weapon Focus (Bastard Sword), Weapon
Specialization (Bastard Sword).
Possessions:  quiver of 5 javelins
Notes:  Lorkith is the leader of the Renders.
Raeliss Starflier, em Wiz2:  HD 2d4; hp 5; Init +2; Spd 30 ft.; AC 12;
Atk +0 melee (1d6-1/18-20, rapier); SQ low light vision, immune to
sleep spells and spell-like effects, +2 racial bonus on saves vs.
enchantment spells, proficient with longbow, shortbow, composite
longbow, composite shortbow, and rapier; AL CG; SV Fort +0, Ref +2,
Will +3; Str 9, Dex 14, Con 10, Int 18, Wis 10, Cha 12.
Skills and Feats:  Alchemy +9, Concentration +5, Knowledge (arcana)
+11, Knowledge (nature) +9, Scry +9, Spellcraft +9; Scribe Scroll,
Skill Focus (knowledge (arcana)), Alertness when familiar in arm^Òs
reach.
Possessions:  rapier, spellbook
Spellbook:  0^× resistance, ray of frost, detect poison, daze, flare,
light, dancing lights, ghost sound, disrupt undead, mage hand, mending,
open/close, arcane mark, detect magic, prestidigitation, read magic; 1^×
comprehend languages, identify, shield, unseen servant, sleep,
ventriloquism, feather fall, jump, spider climb, erase
Spells Memorized (4/3):  0^× resistance, light, detect magic, read
magic; 1^× comprehend languages, shield, jump
Notes:  Raeliss Starflier was working toward becoming a loremaster when
he was enslaved on a voyage.  He is kept alive to act as a helmsman and
his familiar is held hostage in case he breaks the charm.  Note that he
already has 3 of the divination spells he needs to qualify and 1 of the
item creation feats.
Raven familiar:  HD 2d4; hp 2; Init +2; Spd 10 ft., fly 40 ft.
(average); AC 15; Atk +3 melee (1d2-5, claws); SQ empathic link with
helmsman to 1 mile, improved evasion, share spells, speaks elvish; AL
CG; SV Fort +2, Ref +4, Will +5; Str 1, Dex 15, Con 10, Int 6, Wis 14,
Cha 6.
Skills and Feats:  Listen +6, Spot +6; Weapon Finesse (claws).
Notes:  Currently locked in a cage in Black Molly^Òs possession.  Has
been separately charmed by Black Molly.
Tantra, hf Clr5 (domains:  law and evil):  HD 5d8+5; hp 22; Init +0;
Spd 30 ft.; AC 10; Atk +5 melee (1d6+2, light mace); SQ turn undead; AL
LE; SV Fort +5, Ref +1, Will +7; Str 15, Dex 11, Con 13, Int 11, Wis
17, Cha 16.
Skills and Feats:  Concentration +6, Knowledge (religion) +8, Scry +5,
Spellcraft +6; Combat Casting, Extend Spell, Maximize Spell.
Possessions:  light mace, holy symbol of the planar church of Acheron
Spells Memorized (5/4+1/3+1/2+1):  0^× cure minor wounds, light,
mending, create water, purify food and drink; 1^× bane, bless, cure
light wounds, sanctuary, protection from good; 2^× hold person, silence,
death knell, calm emotions; 3^× create food and water, prayer, magic
circle against good.
Notes:  Tantra is a cleric in the planar church of Acheron.  She was
fleeing her own church after joining a failed coup and signed on as a
helmsman aboard a ship that Black Molly attacked.  She is primarily
used as a helmsman.
Belinda, hf Clr4 (domains:  good and knowledge):  HD 4d8+4; hp 30; Init
+0; Spd 30 ft.; AC 10; Atk +3 melee (1d6, light mace); SQ turn undead;
AL NG; SV Fort +5, Ref +1, Will +8; Str 10, Dex 10, Con 13, Int 11, Wis
18, Cha 17.
Skills and Feats:  Concentration +4, Heal +7, Knowledge (religion) +7,
Scry +4, Spellcraft +4; Combat Casting, Extend Spell, Maximize Spell.
Possessions:  light mace, holy symbol of planar church of Elysium
Spells Memorized (4/3+1/2+1):  None.
Notes:  Belinda is a cleric in the planar church of Elysium and a
member of the PoTs.  She was part of a small group that tried to
interfere with a slave trade Black Molly was involved in and when
things went wrong she was captured.  Since being forced to work for
Black Molly under charm she has lost her spellcasting ability (and her
ability to turn undead, though she doesn^Òt know this).  This has
depressed her and made her the ship^Òs primary helmsman.  Black Molly is
disgusted by her but enjoys seeing her torment and keeping her as a
slave so she hasn^Òt been eaten^×yet.
        The Renders, lm Ftr2 (5):  HD 2d8+2d10+8; hp 29, 37, 28, 28, 29; Init
+0; Spd 30 ft.; AC 15; Atk +5 melee (1d4+2, 2 claws), +3 melee (1d4+2,
bite) or +3 ranged (1d6+2, javelin); AL N; SV Fort +8, Ref +7, Will +1;
Str 14, Dex 10, Con 14, Int 9, Wis 10, Cha 10.
Skills and Feats:  Balance +6, Climb +4, Jump +8, Swim +10;
Multiattack, Exotic Weapon Proficiency (Bastard Sword), Blind-Fight,
Weapon Focus (Bastard Sword), Power Attack
Possessions:  quiver of 5 javelins
Notes:  The Renders were a unit of mercenary marines but were enslaved
when Black Molly attacked a ship they were on.  She has been very
pleased with their abilities and so has kept them, though a few have
died since then in battles.  They know a turtleship very well and as
excellent swimmers are the perfect unit to leave aboard while on a
water covered asteroid.  That way if she needs help they can swim in to
aid her.
Tremith, hm Brd1:  HD 1d6+1; hp 6; Init +4; Spd 30 ft.; AC 14; Atk +1
melee (1d6+1/18-20, rapier); SQ bard music, bardic knowledge,
proficient in rapier; AL CN; SV Fort +1, Ref +6, Will +2; Str 12, Dex
18, Con 13, Int 11, Wis 10, Cha 17.
Skills and Feats:  Bluff+7, Gather Information+7, Perform+9, Profession
(SJ Sailor) +4, Sense Motive +4; Skill Focus (Perform), Ambidexterity.
Possessions:  rapier, lute
Spells Known (2):  0^× detect magic, ghost sound, prestidigitation, read
magic.
Notes:  Black Molly keeps Tremith around for his bardic knowledge and
ability to entertain the crew (and thus keep them less restless).  It
was through another bard that Black Molly first learned of the Flying
Cloud and the amulet.  It has taken several years, however, to learn
the other information that has finally brought the pirate to Beacon
Rock.  Tremith has been unable to help solve the puzzle or provide info
but Black Molly^Òs attempts to spark some lost memory have allowed him
to learn all the details of the pirate^Òs purpose on Beacon Rock.
Crew, hm&f Com1 (8):  HD 1d4; hp 1, 3, 1, 4, 2, 4, 1, 4; Init +0; Spd
30 ft.; AC 10; Atk +0 melee (1d6, club); AL N; SV Fort +0, Ref +0, Will
+0; Str 11, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats:  Climb+4, Jump+4, Spot+4; Alertness, Simple Weapon
Proficiency
Possessions:  club
        Crew, dm Exp1 (2):  HD 1d6+2; hp 5, 8; Init +0; Spd 20 ft.; AC 10; Atk
+1 melee (1d6+1, club); SQ darkvision 60 ft., stonecunning, +2 racial
bonus to saves vs poison, spells, and spell-like effects, +1 racial
bonus to attacks against orcs (including half-orcs, ogrillons, orogs,
and scro) and goblinoids, +4 dodge bonus vs. giants; AL LN; SV Fort +2,
Ref +0, Will +2; Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 8.
Skills and Feats:  Balance +4, Climb +5, Craft (SJ shipwright) +4, Jump
+5, Profession (SJ sailor) +4, Use Rope +4; Endurance.
Possessions:  club


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Previous Message: Re: Just an out-of-topic question about jewels, gem s & their value in gold.
Next Message: The Sea Witch SJ Module Conversion pt. 2
Month Index: September, 2002

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